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Messages - caldofran

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1
NGUI 3 Support / Re: Modal Panel
« on: January 16, 2015, 11:40:57 AM »
Hi,

I was losing too much time, so i decided to redo that two panels, in less than a hour i've all working... unfortunatelly I still know what was wrong...  :(

Thank you all anyway...

2
NGUI 3 Support / Re: Modal Panel
« on: January 15, 2015, 07:31:38 AM »
think i cannot do that, because i'll be publishing ArenMook scripts, which is not allowed...

3
NGUI 3 Support / Re: Modal Panel
« on: January 15, 2015, 06:14:38 AM »
Hi Aren, first of all, thanks for your assistance...

Yes, the render queue is left as default, indeed I also tried to set the modal panel with a 4000 value, with no difference... I'm assuming that it's my fault when configuring something, so i'll post the solution when i find the problem...

Thanks anyway!

4
NGUI 3 Support / Re: Modal Panel
« on: January 14, 2015, 04:40:48 AM »
Hi Aren,

Yep, i understand the depth concept, but here is my "UI Tree" (very simplified):

Back Panel (1 depth)
 - ScrollView (2 depth)
 - Other Widgets (3+ depth)
Modal Panel (1000 depth)
 - Other Widgets (1001+ depth)

The ScrollView in the back panel shows in front of the modal panel... obviously i've something wrong... but i think the depths are correctly typed... i'll try to look over again..


5
NGUI 3 Support / Re: Modal Panel
« on: January 13, 2015, 08:05:26 AM »
Yep, seems that we both have the same problem...  :'(

As a workaround we could change the depth at runtime when the modal screen appears...

6
NGUI 3 Support / Modal Panel
« on: January 13, 2015, 06:30:10 AM »
Hi,

I'm making a modal Panel with a "wait for server" message, it works perfectly by setting the depth higher than the rest of panels on the screen... it's an UIPanel (with a 1000 depth) with a UISprite (with a 1001 depth) which has a huge collider to make it modal. But if there is a ScrollView in the back screen it always shows in front of the modal Panel-Sprite...

The ScrollView has only "2" depth, and other sprites in the back screen are shown behind the modal panel (even with higher depths)... i've notice that if i put a "-5" depth the scrollview disappears (behind his UIPanel parent)...

I've search in the forum but only found the opposite issue, Scrollviews that do not show within a modal panel... Can anybody help me?

I've updated today the NGUI version.

Thanks

7
NGUI 3 Support / Re: Using UISPrites outside UIRoot
« on: August 07, 2014, 01:57:52 AM »
Yep Zentuit, that's the way  8), what i still wondering is how the UIPanel caches all the textures to decrease draw calls... NGUI code is two much complicated for me...  :o


8
NGUI 3 Support / Re: Using UISPrites outside UIRoot
« on: August 06, 2014, 03:26:24 PM »
Ok, i think i've done myself  ;D

To make the UISprites available outside the UIRoot, i created an UIPanel inside the card prefab which contains all the UISprites (and some UILabels too).

This was the workaround to avoid creating automatically few instances of UIRoot (a behaviour of the NGUI editor code, to make our life easier  8)), and was the origin of my headache... what i've done is only add an empty gameobject with an UIPanel and a rigidbody and remove the panel from the prefab. Then when creating the instances with the prefab i simply add the prefabs to the new gameobject as children.

I still don't pretty understand why this worked, but i think each individual panel manages the atlases caches...



9
NGUI 3 Support / Using UISPrites outside UIRoot
« on: August 06, 2014, 04:15:56 AM »
Hi,

I'm trying to develop a trading card game, and to make the card sprites i'm using some Atlases and NGUI classes to try to decrease draw calls.

To make easier the use of particle system, and make a 3d world appearence (i'm also using NGUI classes in the GUI), i'm trying to put the card prefabs outside of UIRoot gameobject.
I've done this without any problem, but the draw calls have increased drastically from 6-8 draw calls to 75-80 (each card uses the same 4-5 different atlases, two of them with transparency, so the draw calls must be in 12-14)
Maybe i'm missunderstanding the behaviour of the UISprite or the atlases caching (to avoid re-draws)... but i'm thinking the UISprite class doesn't handle correctly the atlases when is used outside the UI Root.
Is there an easy workaround or explanation to this behaviour?

Thank you folks!

10
NGUI 3 Support / Re: Issues with android devices
« on: January 10, 2014, 03:08:18 AM »
Hi everybody,

Yeah, I didn't update the NGUI package, but no problem. i've put a question in Unity's forum, and the problem could be caused by a known issue of the 4.3 version of Unity which makes all the touches been recovered randomly with an offset. It only appear (not allways) when the statusbar is present. They said that a fix is on the way...

Thank you folks!

11
NGUI 3 Support / Issues with android devices
« on: January 09, 2014, 03:55:02 AM »
Hi!

I'm experimenting some weird problems with certain Android devices. I have a Nexus 7 tablet (1.280 x 800), an old (and low spec) Android 4.0 tablet (800x480) and a Nexus 5 (1920x1080) phone. I'm using NGUI v2.5.1 with Unity 4.3

The problem occurs when trying to touch the screen, for example, a UICheckBox (which aren't small, but not bigger enough), i must touch several times to make a valid touch (i've notice that touching a little bit above, the touch is better detected), i was experimenting this issue in all devices, but only in Android ones, using the Unity Editor and a Windows Phone nothing happens.

Ok, yesterday I generated a signed apk for the first time, and surprise, the touch accuracy problem dissapeared, but only in the Android tablets, the Nexus 5 phone continued experimenting the issues.

Is there any reason for this behaviour? does the screens resolution (or aspect ratio) affect Unity's touch accuracy?

Thanks!

12
NGUI 3 Support / Re: Problem with UIPopupList
« on: December 04, 2013, 02:43:24 PM »
i'll answer myself...

I debugged the UIPopupList code, and realized that it was caused by the OnClick event that was firing twice on Windows 8 devices. The solution was really simple: uncheck the "Use mouse" option of the UICamera.

13
NGUI 3 Support / Problem with UIPopupList
« on: December 04, 2013, 03:02:02 AM »
Hi everybody,

I'm experiencing an issue with UIPopupList (i'm with 2.6 versión of NGUI and 4.3 version of Unity). In the editor all works perfectly, but when deploying in Windows Phone the UIPopupList doesn't expand, it only shows the deafult value.

Is there a known issue between NGUI 2.6 and Unity 4.3?

Another question: I have the standard version, is it posible to upgrade to version 3.x.x?

Thanks in advance!

14
NGUI 3 Support / Re: NGUI events on windows phone 8
« on: August 11, 2013, 03:31:58 PM »
Thank you very much, that worked for me...


15
NGUI 3 Support / NGUI events on windows phone 8
« on: August 11, 2013, 11:15:32 AM »
Hi,

I'm trying to migrate an Andorid game (that works perfectly) to Windows Phone 8 platform... all seems to work fine... but when clicking a button, checkbox or a PopupList... the click events fires several times (4) causing unexpected behaviours.

Is there an explanation for this behaviour? And a workaround?

Thanks

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